Windwaker and Sunshine both suffer from being rushed and as time goes on their flaws become more and more obvious, which hurts them as they end up falling flat to the games that came before them and after them.
They badly need a remake to redeem themselves.
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Worst mario after mario 2
2. The controversial, but not less important. This is probably another of the main reasons why some of the people who enjoyed the more platformer-like approach of super mario 64 disliked sunshine. It's easy to argue that 64 wasn't super "plaform focused" either when you look at the more recent mario games, but it definiely was when you compare it with a game like sunshine. It's up to you to decide if this is bad or not:Unlike the galaxy games, sunshine doesn't have enough high quality content. It's that simple.
Sunshine was a rushed and unfinished game, yet it had 120 shines. How!?
- 24 shines collecting 240 blue coins (10 blue coins per shine)
- 24 shines collecting 192 red coins (8 red coins per shine)
- 9 shines collecting 900 coins (100 coins per shine)
- 8 shines where you had to catch shadow mario
Aside from that, there was also the more varied objective based shines inside the levels, but, in the end, around half the game was "filler". Most of it was optional, although you had to beat the shadow mario shines and just some of the red coin shines.
Sunshine's main campaing (the 50 mandatory shines) was below nintendo's standard. Furthermore, the rest was even weaker!! Sometimes... abysmal even. It's not a coincidence that most of sunshine's weakest content is not mandatory. Nintendo made you a favour and put the best they had first, but that doesn't mean that the rest isn't there...
The harder it is to find something in sunshine, the worse it tends to be. Each time you unlock a new area, as you advance on the main campaing, you have 30 new optional blue coins to find. Naturally, you'll want to explore that new area and, in the process, you can and will find a decent amount of blue coins. You'll run into some blue coins (the ones that are easier to find), and that's fine, but stop there. Things will eventually get really ugly, same for some red coin shines and some 100 coin shines... Delfino plaza is specially scary, there's some embarrasing stuff hidden there.
Once you catch shadow mario in each stage you can beat the game. And it's safer to stop there xD
Also, because of the short development, the game was sometimes "glitchy" with how it handled mario interacting with some surfaces or with the camera.
Personally, i'd say that sunshine is an "adventure-platformer" because it lacks some of the more basic traits of a classic platformer.
For the most part, there's no pitfalls to avoid in sunshine. In fact, most of the time you'll simply fall in water. The fear of misjudging a jump is not common and, even if you do misjudge a jump, you still have the water pack to save you
Also, sunshine has a rather slow pace. Unlike your typical platforming game, the levels in sunshine don't continuosly ask you to jump. Multiple levels have some big flat areas that allow you to move around the level without even jumping. Furthermore, the levels encourage exploration and wasting time moving around.
In sunshine, mario can cover a huge horizontal distance with each jump (his jumps + the water pack). Because of this, there would be no point in asking mario to do a small/short jump, as it would be very easy thanks to the water pack. Therefore, platforming sections tend to always ask the player to do some really long jumps, instead of asking him/her to do multiple short jumps in succession. Platforms are not close to each other. The player will find himself relying on the water pack a lot. So, from time to time, sunshine asks you to do a big jump, while a more classic platformer would ask you to do smaller jumps more often.
The term "adventure-platfomer" refers to the fact that exploration, and a more relaxed pace, coexist with the platforming. I think that it's easy to see how, by removing the water pack on the "secret levels", we get a more classic platforming experince. Without the water pack, pitfalls come back, and so does the fear of misjudging a jump. Platforms are now closer, and platforming turns into a more active experience, as you have to keep jumping to advance.
I like the water pack, it gave us a very unique game. But it definitely made the game more "adventure like", which obviously goes against what many people expect from a mario platformer.
After removing the water pack, mario's moveset looks closer to 64, sure, but the differences are still apparent. Mario's different moves cover more distace in sunshine and he also has the extremely usefull spin jump, among other things. Mario simply "needs more room to breathe" in sunshine, even more when adding the water pack. As a result, we got levels that weren't very "plafformer-like", and this dissapointed part of players.
Ok, sound fun, but you're really telling me that some people believe that sunshine is the best 3D mario ever? how!? First, think about mario in super mario galaxy. Now we will talk in detail about all the cool things that mario can do in sunshine compared to galaxy. Again, mario is rather complex here, so talking about him is going to take a while (keep in mind that, eventhough some of the following applies to 64, mario has not only new moves in sunshine but also can combine his moveset with the waterpack!):I'll use super mario galaxy to help me explain my next point better, as galaxy and sunshine are like the two sides of the coin.
In the galaxy games, mario is a really simple character. To compensate, the levels are extremely rich. New levels, worlds, ideas and mechanics keep the player going until the end. You could say that the levels are the game. Sunshine is the complete opposite. As soon as you start the game, you already have the most important peice in front of you: mario. In sunshine, mario is fast, acrobatic, and over anything else, complex, and the levels are just big spaces designed so that you can have fun by yourself, with mario.
Galaxy is pure platformer, while sunshine is more of an adventure-platformer. In this aspect, mario 64 probably sits in between the two. If galaxy is all about the levels, and sunshine is all about mario, 64 is in between. Sunshine is the game that depends on the player the most and, naturally, the average player wil miss on some of its potential.
It's up to you to explore everything that mario can do, and to turn the simple act of moving mario around into a compelling experience. Sunshine shines (;p) once you're able to chain each action into the next one. And once you throw the water pack into the mix, mario's movement options become godlike tier!!
I'll talk about mario's moveset in sunshine in more detail latter, but there's a fundamental diffence between mario moveset in galaxy compared to 64-sunshine: the dive (the "b" button), which you could combine with the "a" button to get different jump dives (a jump canceled into a dive). The dive, which has been absent since sunshine, is mario's more versatile move. It allows you to move around quickly and keep your momentum going after any manouver. Also, you get a higher satisfaction from using a jump dive, instead of your regular jumps + water pack, to jump over a cliff. why!? well, when you use a jump dive, you feel a greater sense of commitment as, once you do it, you can't do nothing about it if it wans't enought to make it to the other side. There's something really satisfying about mario's parabolic trajectory in the air, and how you start falling after reaching the peak of your jump dive.
Like i said before, in sunshine, the levels are there so that you can have fun with mario. You should go from point A to point B in a different way each time, you should look at the level and think "is it posible to jump from there to there!?" and then try it, you should climb as high as you can only to then jump off the top with some crazy jump dive, you should...
and while you do all this, you may be able to forget about the game's faults, who knows... xD
Replaying the levels tends to be more fun than looking for blues coins, believe me.
The starting point should be combining the different jumps with the dive button (the "b" button). You can do a dive at any point in the middle of any jump, or you can do the dive in the startup frames of any jump to get a jump dive (a jump canceled into a dive). Depending on the combination, you'll get different dives with different heights or that travel a different distance. You can combine the dive with your regular jump, double jump, triple jump, back flip, spin jump, or even after a wall kick. There's always a dive for any kind of situation.
In sunshine, the dive suffered three main changes compared to super mario 64:
- after the first step (pressing "b" once) there's now two posible folloups. The more usefull one, pressing "a" as soon as mario touches the ground, or pressing "b" again, which gives you a little silly looking bounce.
- it travels more distance
- you don't need to be in a "running state" to use the dive.
If you press the "b" button, even if mario is standing still or jumping in place, you'll get a dive. You can take advantage of that to quickly travel long distances in water (usefull when you don't have the turbo nozzle). If i remember correcty, when you're in water, if you press "a" you swim up and if you press "b" you swim down. And when you're on the surface, if you press "a", you jump off the water. So, when you're in water, to travel fast:
1. when you're on the surface, you slide your thumb from "a" to "b". This way mario will do a dive jump (a jump canceled into a dive) and travel a decent distance.
2. right as you fall on the water again, you press "a" once, so that mario swims up, and quickly repeat step 1.
3. repeat steap 1 and 2 continiously.
You may be wondering why this is usefull. Well, in sunshine, if you misjudge a jump, instead of falling into a cliff and dying like in other mario games, you usually fall in water. That's going to happen again and again and you will want to quickly go back to ground. What i descrived above is the quickest way of doing so.
Something crucial: the spin jump (do a single 360º motion with the analog stick and, instantly after, press "a"). To make sure that you aren't rotating the stick more than 360º, you have the notches on the controller to help you. Depending on which direction you want mario to jump, you'll have to start the 360º motion at a different notch. You should start and end the 360º motion on the same notch and you should keep holding that direction once you finish rotating the stick. If you do it correctly, once you press "a", mario should have significant forward momentum and travel a huge horizontal distance (that you can then increase using the water pack). The spin jump is also usefull for quickly climbing vertically. If you spin jump towards a wall (so that you touch the wall right when you're at the highest point of your jump), do a wall kick as you touch the wall (you can also rotate the stick right before doing the walk kick to spin jump from the wall) and finally use the water pack, you'll cover a big vertical distance. A fun use of the spin jump is combining it's startup with the dive button (the "b" button). If you do a spin jump, but instantly slide your thumb from "a" to "b", you'll get a nice dive (try it). Use the spin jump as much as you can. It has so many uses.... and it will make your live easier!!
You may have noticed that, if you press "a" right as you land from a spin jump, you'll get a triple jump. The spin jump is a really high jump, so waiting until you land is slow, but there's a shortcut: spinning (rotating the stick) in mid air, when you're close to the ground, and then pres "a" as you land.
What you do is:
1. hold, for example, forward on the analog stick
2. pres, and quickly release, the "a" button (to get a small and close to the ground jump)
3. quickly rotate the analog stick (and make sure that you end the 360º motion holding the same direction as you were previously, in this case, forward)
4. finally press "a" again right as you land to get a triple jump.
With that sequence mario should jump, spin in mid air close to the ground, and triple jump right after landing. Basically, that's a short cut for being able to do a triple jump without having to use your double jump first. And if you do all that but, in the last step, you slide your thumb from "a" to "b", you get a short cut for or huge dive.
This way the triple jump turns into something more manageable, and you'll be able to do all kind of crazy jumps easier. Personally, i like to use that when i'm on the edge of a "cliff" (i.e. a really high point) and i want try if i can make it to the other side (i.e. to another high point) without falling. And it's fun
In sunshine, the side flip lost one of it's uses compared to super mario 64. In 64, if you pressed "a" right as you landed from a side flip, you got a triple jump. In sunshine, you only get a double jump (which makes the above paragraph relevant). The two main uses for the side flip are probably side fliping towards the wall to wall kick right after, or combining the side flip with the dive button.
Then there's all the little touches that nintendo gets right. Some examples:
- if you spray water on the ground, in front of you, and then dive into it, you'll slide crazy fast, allowing you to quickly cross the stage. Same thing happens if you dive into the ground while mario is still wet, after having crossed a stretch of water. And if, when you're sliding, you find out that you're approaching a cliff, you can continue and, once you're in mid air, you can cancel the slide by using the water pack while also keeping a lot of momentum!!
- if you're stained with paint, a quick spin (a 360º motion) can take care of it!!
- how mario slowly descends while spinning in mid air
- if you used the water pack in mid air and, right as you land, you press "a", you get a double jump instead of a regular jump. Also, even after having used the water pack for as long as you can in mid air, you can still do a dive instead of simply falling.
- after doing a dive (press "b") and then the "a" follow up, you can spay water as mario bounces off the ground.
- when you're on a rope, if you press "b", you'll be hanging on the rope. If then you use the water pack, you will start spinning like crazyFinally, if you press "a", you'll do a really cool jump. Furthermore, you can even cancel that jump with a dive for an also cool result. Or you can also cancel the jump with the water pack instead.
- when you're on a rope, you normaly need to do two consecutive jumps to get a really high jump. But if you do a ground pound and then jump, you'll get the same result.
Spraying water is also very well done. It's specially cool to spin jump in place (releasing the stick after finishing the 360º motion) and then start mashing the "r" trigger and the "a" button together. That's an awesome way of quickly depleting your tank while taking care of all the paint around you!! By the way, pressing/mashing "r" and "a" together is not only the most fun way of spraying water ever but also the most effective, don't forget using it!!
The Fludd thing just feels so arbitrary. The mechanics themselves are ok at best, but it doesn't feel like the developers ever asked themselves why the player would want to run around with a silly watercannon on their back for an entire game. It's not cool or empowering. Maybe if they had done something like Burning rangers with cool futurist firefighters the mechanics would have felt justified, but slapping it on Mario and having him do community service just isn't very appealing.
Probably needs to get more hate:
- Bad voice acting, lame story
- Bowser Jr. was probably the most hated Mario character of all time until Galaxy redeemed him.
- Fludd is fun for a bit but breaks the difficulty of the platforming. Annoying to have to jump down to the water to refill it if you screw up.
- Shooting water isn't that fun and cleaning up ink seems like a chore.
- Levels are all tropical-themed and blend together as similar locations
- Soundtrack is lacking compared to Mario 64 or the Galaxy games
- Lots of filler with the coin collecting, etc, recycled boss fights
- Difficulty is all-over the place... some stuff is really easy and other areas are hard
- The stages without FLUDD control pretty awkwardly.
- Yoshi is bad.
Bowser jr has been popular since introduction. Dont throw your opinions on everyone else- Bowser Jr. was probably the most hated Mario character of all time until Galaxy redeemed him.
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He's absolutely right, though. In sunshine, yoshi was abysmal. He was completely out of place, as picking him removed most of mario's moveset.You take that back right now.
I loved the game except for three major sections:
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Two out of three of those involved Yoshis that dissolve in water...
nope same as that top down zelda game you actually play as zelda.. on cdi
i played it and loved it.
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at the time this looked so cool
When you have Mario 64, Sunshine is a bad game. How was this a Super Mario game?
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Drear lord yes! Who desinged this horrid level? Those freaking boat physics man.
Super Mario Sunshine was awesome. I preferred it to 64, and 2D Marios.
One of my top 3 favorite game of all time. Better than (the great) Super Mario 64.
Sue me.
While I totally understand why some people don't like it I loved it from start to finish.
Really? This is a Mario game..who gives a shit about the story?
Subjective
Then don't screw up.
again.. totally subjective
That's a huge plus to me, I never was a big fan of ice world followed by water world followed by lava world..
Well..I liked it
I don't remember having any issues with that but it's been a long time
Variation is a bad thing now?
Not to me they weren't
You take that back right now.